Roller Derby 101: A Guide to Roller Derby Kit

When you step into the world of roller derby, there’s one crucial task to tick off before you start learning to skate or mastering a shoulder block; you need to gear up.

The right kit isn’t merely about safety, though that is its paramount job. It’s also about confidence, performance, and becoming part of a tradition that’s as much about personal expression as it is about athleticism.

For a newcomer, the list of required gear can seem a bit daunting, a jumble of straps and strange names, but each piece has a vital role to play in your journey from spectator to skater.

Let’s walk through the essential armoury of a roller derby player, so you can hit the track with knowledge and a bit of style.

The Foundation: Skates and Plates

Your boots and wheels are your most personal and critical pieces of equipment, the direct interface between you and the sport.

  • Skates: You’ll start with a basic, supportive boot, often something like the famous Riedell R3 or its equivalents, which are the dependable workhorses of the derby world. As you progress, you might move to a boot with a more customised fit and agility. The key is ankle support and a snug, comfortable fit that doesn’t leave any room for your foot to slide around.
  • Plates: This is the chassis of your skate, the metal or nylon assembly that holds your wheels and attaches to your boot. Its flexibility, or action, affects your agility and stability. Beginners benefit from a stable, forgiving plate while they’re finding their feet, quite literally.
  • Wheels: Wheels aren’t one-size-fits-all; they’re chosen for the court surface and your role. A gummy, soft wheel (with a lower durometer number) grips a dusty wooden floor beautifully, while a harder, slicker wheel (with a higher number) glides faster on polished concrete. Many skaters keep a mixed set, or a ‘durometer mix’, for the perfect balance of grip and slide.

    We’ll dive a bit deeper into the whole durometer thing in another post.

The Essential Armour: Safety Gear

This is the non-negotiable part of your kit, your personal protective equipment that lets you train hard and play harder with confidence.

  • Helmet: A properly fitted, certified dual-impact helmet is your most important piece of gear. It should sit level on your head, snug without being painful, with the strap securely fastened. You can decorate it with tape for your scrimmage colour, or cover it with a fun fabric sleeve; just make sure it’s always on and properly secured.
  • Mouth Guard: A custom-fitted, boil-and-bite mouth guard is essential. It doesn’t just protect your teeth; it can help prevent concussion by cushioning your jaw. The cheap, one-size-fits-all types aren’t enough for a contact sport.
  • Knee Pads: These are your best friends. You’ll fall, and you’ll fall often, especially at the start. A good set of bulky, padded knee pads with a hard plastic cap, like the ones favoured by skateboarders, will save you from a world of pain and let you practise knee taps and falls safely.
  • Elbow Pads: Similar in principle to knee pads, they protect your elbows during falls and can prevent painful ‘rink rash’ and more serious impacts.
  • Wrist Guards: These are crucial for instinctive, outstretched hands during a fall. They support the wrist and disperse the impact across a plastic splint, helping to prevent sprains and fractures.

The Practical Extras

Once you’ve got the fundamentals, a few extra items will make your life much easier.

  • Toe Stops: Those rubber stoppers at the front of your plate aren’t just for braking. For many players, especially jammers, they’re essential tools for quick directional changes, agility moves, and pushing. You’ll want to set them at a height and choose a style that suits your skating.
  • Bearings: These little metal rings inside your wheels are what let them spin freely. Keeping them clean and lubricated is a basic piece of skate maintenance that ensures a smooth, fast roll.
  • Skate Tool: This multi-wrench is your derby Swiss Army knife. You’ll use it for everything: adjusting toe stops, tightening loose wheels, and generally keeping your skates in fighting shape. Never leave home without it.
  • Gear Bag: You’ll need a sturdy, ventilated bag to haul all this kit to and from practice. Trust us, a dedicated bag’s a lifesaver.

A Note on Style and Identity

While safety is crucial, roller derby has always had a strong streak of individuality. Through your kit, you have a chance to show off your style and personality. Your kit becomes an extension of your track persona; this is colourful laces, themed skate straps, custom painted helmets, and snazzy wheel colours come in.

Your gear starts as protection, but as you wear it in, scuff it up, and make it yours, it becomes a part of your derby identity.

Choosing your first set of gear can feel like a big step, but remember that every single skater on your team’s been through the same process. Don’t be afraid to ask veterans for advice on fit and brands; they’re a wealth of knowledge. If you’re happy to get up close and personal with someone else’s stinky kit, you can even try some on for size. Your local skate shop, if you’re lucky enough to have one. will also be an invaluable resource.

In the end, your kit is what enables you to participate fully in this incredible sport. It’s the shell that lets you push your limits, fall safely, and get back up again, ready to learn more.

So gear up, and get ready to roll!

Roller Derby 101: The Basic Rules of Roller Derby

You get the core idea: Jammers score points by lapping blockers. But if you’ve watched a bout and wondered why the whistle just blew, or what exactly sent that skater to the penalty box, you’re not alone. Sometimes, the people skating wonder the same thing.

At first glance, the rules of roller derby can seem overwhelmingly complicated (entirely understandable given the official rulebook’s depth and detail), but if you look past the specifics, you’ll find a set of refreshingly logical core principles, all designed with the singular purpose of maintaining a game that is safe, fair, and competitive.

Now, let’s unravel those principles and break down the essential rules that create the fast-paced, strategic flow of a bout.

1. The Track and the Players

  • The Track: A flat oval, roughly the size of a basketball court. It has an inside line and an outside line that mark the track boundary. Skaters must stay in bounds.
  • The Pack: This is not just a name for the blockers; the “Pack” is a defined, moving group. It’s made of the largest number of blockers from both teams who are skating within 10 feet of each other. The entire game revolves around this entity.
  • Engagement Zone: This is the area 20 feet ahead of and behind the foremost and rearmost pack skaters. This is the only area where blockers can legally engage, or block, the opposing jammer. If you’re outside this zone, you are out of play.

2. How Scoring Really Works

So we know jammers score by lapping opponents. Let’s get into the finer details:

  • Initial Pass: On a jammer’s first pass through the pack, they earn no points. They’re just fighting for position and that precious lead jammer status.
  • Earning Points: After breaking through the pack once, the jammer starts their “scoring pass.” On each subsequent pass, they earn one point for every opposing blocker they legally lap and pass while in bounds and upright.
  • “Passing” a Blocker: This does not just mean skating by them. The jammer must be in bounds, have all their wheels on the floor, and pass the blocker’s hips to be awarded the point.
  • Lead Jammer: The first jammer to break through the pack legally and in bounds becomes the lead jammer, and the referee will point at them with both arms to signify this. This jammer now has the strategic power to call off the jam early by repeatedly tapping their hands on their hips.

3. The Big One: Penalties and the Penalty Box

Penalties keep the game safe. Most penalties result in 30 seconds in the penalty box, but with jams running for a maximum of two minutes, this leaves your team seriously short-handed.

Common penalties include:

  • Blocking with Illegal Zones: You can only block with your shoulders, torso, hips, and upper legs, meaning above mid-thigh. Using your head, elbows, forearms, hands, or lower legs is a penalty.
  • Blocking to the Back: You cannot initiate a block to an opponent’s back, or to the back of their shoulders, hips, or legs. The game is played face-to-face, or side-to-side.
  • Blocking Out of Bounds: If you step out of bounds, with all eight wheels over the line, you become a “non-skater.” You cannot engage an opponent from out of bounds. You must re-enter safely behind them.
  • Multi-Player Blocks: You can’t gang up on a single opponent; this includes joining arms with or otherwise assisting a teammate by pushing or pulling them to increase their blocking force.
  • Cutting the Track: If a skater re-enters the track from out of bounds in front of an opponent they were initially behind, they have “cut” and will be sent to the box. This prevents skaters from gaining an unfair positional advantage.
  • Back Blocking: You cannot hit someone from behind; it’s dangerous and illegal.

4. Key Gameplay Situations

  • No Pack/Out of Play: If blockers get too spread out (more than 10 feet between skaters) the referees will call “NO PACK.” Skaters must then yield and allow the other team to reform a pack.
  • Power Jam: This happens when one jammer is in the penalty box. The other team has a huge scoring opportunity with only one jammer on the track. Strategy shifts instantly, turning into aggressive offense for the team with the jammer, and desperate, tight defense for the team without.
  • Recycling: If a blocker legally knocks the opposing jammer out of bounds, a teammate will often “recycle” them. This means skating clockwise, the opposite derby direction, to force the jammer to re-enter the track behind the pack, and causing them to lose ground.

The Spirit of the Rules

It’s easy to get lost in the details, but remember this: The rules exist to minimise dangerous play and to maximise strategic, athletic competition. They transform what could be a simple brawl into a fast, physical chess match.

Next time you watch a game, you’ll see why a blocker suddenly stops skating; because they’re yielding for a “No Pack” call. You’ll understand the groan when a team’s star jammer takes a seat in the penalty box. And you’ll better appreciate the brilliant move of a jammer legally cutting inside to score and avoiding that dreaded whistle blow that comes from a cut track.

Roller Derby 101: What is Roller Derby Anyway?

If you’ve ever stumbled across a roller derby bout, whether live in a local sports hall or in a clip online, your first reaction might have been a mix of awe and confusion.

Maybe even horror, depending on your general feelings about being hit. It’s thrilling, it’s loud, and it probably seems like barely organised mayhem at first glance.

But at its heart, roller derby is a strategic, athletic, and deeply team-oriented sport. If you’ve ever wondered what exactly is going on out there, you’ve come to the right place. Welcome to Roller Derby 101.

A Quick Spin Through History

Roller derby’s roots go back to the 1930s, starting as a marathon-style race on a banked track. It evolved into a more theatrical, entertainment-driven spectacle for decades. But in the early 2000s, it was reborn in Austin, Texas. This modern revival stripped away the staged storylines and focused on what it truly is: a legitimate, competitive, flat-track sport governed by real rules and real athleticism.

This DIY, grassroots rebirth is a huge part of the sport’s soul. Modern leagues are often skater-owned and operated, built on principles of inclusion, self-reliance, and fierce community. The game you see today is fast, hard-hitting, and entirely authentic.

The Basics: How a Bout Plays Out

Two teams of up to 15 skaters each face off. During the 60-minute bout, play is divided into a series of short, high-intensity periods called “jams,” which last up to two minutes each.

Each team fields up to five skaters per jam:

  • 1 Jammer (wears a star cover on their helmet)
  • 4 Blockers (one of these blockers may also wear a stripe on their helmet cover, designating them as the Pivot; a sort of offensive lead and backup jammer)

The Objective: It’s All About Points

The core concept is simple: your Jammer scores points by lapping members of the opposing team.

Here’s how a jam unfolds:

  1. The Pack: The eight Blockers (four from each team) start the jam together as “the pack.” They’re the moving battlefield.
  2. The Jammers: The two Jammers start behind the pack. On the first whistle, they take off, fighting to get through the pack of blockers.
  3. The Initial Pass: The first Jammer to break through the pack legally, in bounds, and pass all opposing blockers is declared the Lead Jammer. This status is a huge tactical advantage, as it gives that Jammer the right to call off (end) the jam at any time by repeatedly tapping their hands on their hips.
  4. Scoring Pass: Once a Jammer makes it through the pack once, every time they lap an opposing blocker on subsequent passes, they score a point. Their job is to skate as fast as they can, as many times as they can, through the opposing blockers, while their own blockers work to both help them through and stop the other Jammer.

Think of it as a chaotic, contact-heavy game of tag mixed with a high-speed race. The blockers are simultaneously a shield for their Jammer and a wall for the opposing Jammer.

The Heart of the Game: Teamwork and Strategy

While the Jammers score the points, the game is won and lost with the blockers. This is where the beautiful, brutal strategy comes in.

  • Defense: Blockers work together to form walls, slow down the opposing Jammer, and trap them behind the pack.
  • Offense: Blockers also work to assist their own Jammer by disrupting the opposing team’s walls, creating openings, and clearing a path. The switch from defensive to offensive play can happen in a split second.
  • The Power Jam: If one Jammer is sent to the penalty box, the other team has a Power Jam. Power Jams are a huge opportunity to score a lot of points while the other team is down a player. The strategy shifts dramatically during these high-stakes moments.

More Than a Sport: The Culture

To understand roller derby is to understand that it’s more than just the bout. It’s a culture built on inclusivity, resilience, and empowerment. Skaters choose their own intimidating, clever, or funny derby names. The community is overwhelmingly volunteer-run, from referees and medics to the folks running the ticket booth.

It’s a sport where you’ll see all body types, backgrounds, and ages, united by a love of speed, strategy, and hitting people (with consent, of course, and within the rules!).

So, the next time you watch a bout, you’ll see more than just chaos. You’ll see the chess match. You’ll see the walls form and rotate. You’ll hold your breath for the Jammer battling through the pack, and you’ll understand the triumphant roar when the Lead Jammer earns their status.

Welcome to the track. We’re glad you’re here.

Roller Derby 101: The Derby Dictionary

Looking for common flat track roller derby terms? We got you.

Roller derby comes with its own language and a whole host of terms to learn. We’ve pulled together some of the most-used words and phrases in the world of roller derby to help get you up to speed.

We’ll be keeping this resource as up-to-date as possible, so if you hear a term that isn’t listed here, let us know—we’ll add it!

A

  • Apex Jump – A move where a skater jumps over the inside line of the track, usually at a curve, to pass opponents.
  • Alt – A skater who steps in as captain if the captain is unavailable.
  • Anti-Derby – Skating in the opposite direction of gameplay (clockwise).

B

  • Back Block – An illegal hit to an opponent’s back, resulting in a penalty.
  • Banked Track – A slanted oval track used in older forms of roller derby. Most
    modern games are played on flat tracks.
  • Bearings – Components inside the wheels that allow smooth rolling.
  • Bench Coach – A Non-Skating Official (NSO) who communicates strategy off-track.
  • Bin – Slang for the penalty box.
  • Blocker – One of four defensive skaters per team who form the pack and try to
    stop the opposing jammer while assisting their own.
  • Blocking – Legal movements used to impede or stop an opponent, including
    body contact, positioning, and footwork.
  • Blocking Zones – Legal areas of the body used to block an opponent (e.g.,
    shoulders, hips, torso).
  • Bout – A sanctioned roller derby game.
  • Boutfit – A bout uniform, distinct from scrim tops (see Scrim and Scrim Top).
  • Brace – A skater who supports teammates, often facing anti-derby (clockwise).

C

  • Call-off: When the jammer taps their hands on their hips to signal the end of the jam before two minutes have passed.
  • Captain – The official leader of a team.
  • Clockwise/Directional – An illegal hit pushing a skater in the anti-derby
    (clockwise) direction.
  • Contact Zones – Legal areas of the body where a skater can receive a hit.
  • CounterBlock – Bracing against an incoming block to stay upright or maintain
    position.
  • Cut Track – An illegal move where a skater re-enters the track ahead of
    opponents they were behind when they exited.

D

  • Derby Direction – The correct gameplay direction (counterclockwise).
  • Derby Stance: A low, athletic stance with knees bent, ready for stability and power.
  • Derby Stop – A quick stop using toe stops.
  • Destruction – An illegal move intentionally breaking up the pack formation.
  • Downed Skater – A skater who has fallen to the ground.
  • Durometer – A measurement of wheel hardness, indicated by a number followed
    by “A” (e.g., 88A, 93A). Lower numbers provide more grip, while higher numbers
    slide more.

E

  • Engagement Zone – The area within 10 feet of the pack. Jammers must be in this zone to earn points.
  • Ejection – Removal of a skater from the entire bout for accruing 7 penalties or a major infraction.

F

  • Fall Small – A safety technique where skaters tuck in arms and legs to avoid tripping others.
  • Footwork – Controlled movement used for agility and positioning.
  • Forearms – An illegal hit using forearms, resulting in a penalty.
  • Fresh Meat – Old term for a new skater (now “New Skater” or “Rookie”).
  • Five Seconds – Warning before the jam starts.

G

  • Goat – A strategy where a team “herds” a penalized opponent (the “goat”) to delay their return to the track.
  • Grip – How well a wheel sticks to the floor. Softer wheels have more grip; harder wheels slide more.

H

  • Helmet Cover (“Pantie”) – A cloth cover worn over a skater’s helmet indicating their role: a star for the jammer, a stripe for the pivot.
  • High Block – An illegal hit above the collarbone.
  • Hockey Stop – A quick 90° stop.

I

  • Illegal Contact – Contact before the whistle or out of bounds.
  • Illegal Position – Includes destruction, skating out of bounds, failure to reform,
    or failure to yield.
  • Illegal Procedure – Not completing a star pass correctly.
  • Inbounds/Out of Bounds – Skaters are inbounds when on the track and within the boundary lines. Stepping outside the lines makes them out of bounds.
  • Initial Pass – The first pass a Jammer makes through the pack, where they earn the Lead Jammer status but do not score points.
  • Insubordination – Misconduct or failure to follow referee instructions.
  • Inside Line – The innermost boundary of the track.
  • Interference – Actions that delay gameplay.

J

  • Jam – A period of play lasting up to two minutes.
  • Jam Line – The start line where jammers position themselves.
  • Jammer – The point-scoring position, identified by a star on their helmet cover.
  • Juke/Juking – Quick, agile movements to avoid hits.

K

L

  • Lane – The track is conceptually divided into lanes (inside, outside). Controlling a lane is key to strategy. “She owns the inside lane.”
  • Lead Jammer – The first jammer to legally pass the pack on the initial pass, gaining the ability to call off the jam early.
  • Lineup – The group of 4 blockers and 1 jammer a team fields for a jam.
  • Low Block – An illegal hit to an opponent’s legs or feet, causing them to fall.
  • LUM (Lineup Manager) – An NSO who indicates which jammer and blockers are in the next jam.

M

  • Misconduct – Insubordination or other serious rule violations.
  • MRDA (Men’s Roller Derby Association) – The governing body for men’s flat
    track roller derby.
  • Multiplayer Block – An illegal move where two skaters link arms, preventing
    opponents from passing.

N

  • No Pack – An illegal situation where blockers are too spread out.
  • No Points / No Penalty – When an illegal action occurs but does not impact
    gameplay, no penalty is issued.
  • NSO (Non-Skating Official) – A game official who does not skate.

O

  • Offence/O Actions performed to help a player’s own jammer, or the blocker dedicated to performing these actions during a jam.
  • Out of Bounds – A skater who has gone outside the track boundary.
  • Out of Play – A blocker more than 20 feet from the pack who cannot legally
    engage.
  • Official Review – A request by the bench coach for referees to review a call.
  • Official Timeout – A timeout called by officials.

P

  • Pack – The largest group of blockers skating together. Jammers are not part of the pack.
  • Penalty – A 30-second time penalty for an illegal action.
  • Penalty Box – The designated area where skaters serve penalties.
  • Pivot – A blocker wearing a striped helmet cover who may take over as jammer
    via a star pass.
  • Pivot Line – A secondary start line for pivots.
  • Plow Stop – A stopping technique using inward-pointed toes and outward heels.
  • Power Jam – When one Jammer is in the penalty box, leaving the other Jammer unopposed to score points.

Q

  • Quad Skates – Traditional roller skates with four wheels arranged in a two-by-two configuration.

R

  • Recycle –  To force an opposing jammer back behind your blockers, usually by knocking them off track and skating in anti-derby direction so they must enter behind you and try to pass again.
  • Referee – A skating official who enforces game rules.
  • Rotation – The strategic movement of blockers within a wall to position a fresh skater against the opposing Jammer.
  • Roster – The list of eligible skaters for a team in a given bout.

S

  • Scrim – A friendly, non-sanctioned game.
  • Scrim Top – A practice uniform, typically black and white.
  • Scoring Pass – Any pass a Jammer makes through the pack after their initial pass. Each opposing blocker passed equals one point.
  • Star Pass – The legal transfer of the Jammer position (the star helmet cover) from the Jammer to the Pivot during a jam.
  • Stop Block – An illegal block that halts gameplay.
  • Suicide Stop – A quick stop using toe stops while transitioning backward.

T

  • Toe Stops – Components at the front of skates used for stopping and quick movement.
  • Transition – A technique for switching between forward and backward skating.
  • Team Timeout – A timeout called by a bench coach.

U

V

W

  • WFTDA (Women’s Flat Track Derby Association) – The governing body for women’s flat track roller derby.
  • Wall – Two or more blockers from the same team skating together to form an obstacle.
  • Whip – An assist where a teammate uses a cracking motion of the arm and body to propel a skater forward.

X

Y

Z

  • Zebra – Slang for referees (due to their black-and-white uniforms).